Optimizing Infrastructure aka How to Make Millions

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UesugiKenshin
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Optimizing Infrastructure aka How to Make Millions

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I've been running the beta version for months and did a reload of my tablet and since I can't get the GooglePlay app to update, the vanilla version won't let me sign up for a beta release.

So this is based on using the standard release versus how the beta performed.

Largely it seems the same, but the farms seem very picky on development to end up storing food versus the beta version not being picky at all.

Typically I would have 4 of everything and by constantly doing updated levels, then this low number meant plenty of workers could also be mining resouces. Then this fills up to a max as does food, so then you shift things around or have thd manager configure it to optimze productivity.

This means scrapping excess infranstructure as when their are too many you have these problems.
1. Wasting workers time for no net result.
2. Costly upgrades.

When you maximize research, and I recommend you do this as quickly as possible, then those buildings would have workers for no reason. It's sickening to scrap these, but there is no point to complete level 15+.

As higher levels are more efficient, you would pare down.

More mines can only be partly active and reach a upper threshold and then produce no more, so you really only want 4-5 of each so they are self-sustaining systems, but not have too much surplus infrastructure.

It's easy to overbuild something like energy production. You want some built in "redundancy" as if you take bombardment, and lose property to damage, then can still keep maximal output.
Zuletzt geändert von UesugiKenshin am Samstag 19. September 2020, 14:06, insgesamt 1-mal geändert.
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Re: Optimizing Infrastructure

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Obviously there is no need to build intel buildings in a sandbox game.

And when you are at advanced levels, and colonize by terraforming all that you can in a system, then 95% of the time, it builds much automatically post colonization. But if it builds research and intel buildings, and you don't need them as you have maxed out research and are playing a sandbox game, you scrap them.

Occassionally when you colonize, the system when it sees a non M type Planet as the base planet, it won't properly put all the infrastructure like a space dock or a mining resource type. Then you have to waste a colony ship and colonize other planets in a system and then it should populate that base infrastructure. In a bad case scenario, you have to build that infrastructure or even worse, the system won't let you build some infrastructure.

That would stink if you had deritium present, but no space docks. Or I've seen times where no barracks could be built, so no troops.

O class worlds are ocean planets and they won't allow a space dock on them. Eventually you will send 4-5 colony ships to colonize whole systems at once. You can waste a step and do multiple simultaneous colonizations, and get the maximal prebuilt infrastructure, but then you have too many citizens and inadequate farm facilities and replicators. Then you are on the verge of famine for several turns.
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Re: Optimizing Infrastructure

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With the Omega and using the standard software (and not the beta version, I think), you want to build tetroin facilities to distribute after colonization as the issue is storage, not production at first, and rush these, then power them up in the manager screen. Then storage is better and you won't be plagued by famine related issues. Then build farms.
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Re: Optimizing Infrastructure

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You think you are playing BotE to wage war, when 95% of it is strategic long term economic planning. You're trying to maximize profits on resources when at first, mining production is slow but sure. So what you do is buy resources so infrastructure can be built, but as you generate resources...wait, and as your profitability rises per turn, you rush production. This creates a demand for resources so inflates their value. Then you sell surplus based on determing "how much of titanium do I require to have on hand so the system can generate new infrastructure per turn"?

So titanium rises in value and you sell it from those systems with excess of 2000 and slowly raise this setpoint trigger to 4000. This slowly creates a cache of titanium so advanced levels are available.

You generally build 10 titanium mines, and can get by with 4 mines of everything else, but it's easier at lower levels to have 6-7 deuterium. My setpoint triggers are 1500-2000 on deuterium.

As a result, my GDP is 3x the AI, so my infrastructure is extremely developed even including defenses and power to operate them as well as 10 intelligence agencies so I can wage information/asymmetric warfare.

This makes my research quite advanced (nearly level 9 at turn # 392) which is at least twice as fast as the AI always build 10 research and theoretical simulators+, but can pare down later so not as many workers are doing research as I'm in better shape than the AI.

Militarily I build ships mostly for defense and to resisting AI raiding and by turn #300, start building defender troops, but due to advanced technology, I have level 5 units. When there is spare cash, and nothing else can be built, I will build some.

Mostly I am building colony ships to terraform and colonize. This results in 3 times as many inhabited systems.

I aim for building cruisers and heavy cruisers and don't have to bother with scouts as 2 is plenty. Espionage does my mapping. Minor AI are turned off this game, otherwise I would build up to 5 scouts as their range is good, then build Aleph class units to scout if needed. I don't see a need to build other ships at this stage. I want minimal upkeep costs.
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Re: Optimizing Infrastructure

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The Omega are not strong diplomatically as everyone knows they want to assimilate minor races. But 1/3 will accept membership so I have to build 5 scouts. I use my colony ships to terraform their systems if a trade treaty exists. There is seldom need to actually make trade routes. I might need those as resource routes, even when mostly buying resources.

Eventually the Omega get so powerful the minor races seek to "ride my coattails", so I can protect the ones without ships and troops...if necessary. When I turn on minor aliens, I turn on a LOT like 90%. That means colonization is a limiting factor for any major alien races, but I just stop trying to compete for M class systems on the borderlands and do interior to my sphere of influence systems based on having at least 3 worlds with 4 or more resources.

It's smarter not to use the Terrans as an opponent, as they will readily get many members.

Eventually due to building a powerful military that could invade and constantly improving treaties, I get memberships. Ultimately in turn 650+, I force the issue as a veiled threat.
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Re: Optimizing Infrastructure

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In terms of morale, it's ruthless to play the Omega as designed, so instead I stay moral and take morale penalties and stay peaceful. It's cheaper than waging war. Speak softly and carry a big stick as Teddy Roosevelt said. He was wise and a fighter and even took jujitsu as some were transitioning to making it a sport (judo).

Eventually what happens is my systems that are minor alien races have lower morale and start to fall as the Omega want war and espionage and sabotage. So I have to fight or these systems will rebel. That begins being an issue at turn #700+.
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Re: Optimizing Infrastructure

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By consistently doing this, I make millions per turn in turn 650+. I can outspend even the Heyoun.

I've tried monopolies but I can make more money using my strategy so it's unnecessary. I sell down resources so they rise quite high, but then plummet to 100 in value, thus this is a form of economic warfare. This makes it difficult for the AI as the resource prices(for them) stay too stable as I profited within one turn.

Eventually only the youngest colonies need resource buying as my mining capacity is immense but peaks so I always have ore and crystals in ready supply.
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Re: Optimizing Infrastructure

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You want to take advantage of special energy production and not make too many energy producing units as then too many power utility workers are sustaining them.

I extensively power up everything,even though this is unnecessary. I would rather do this than be accidentally caught by surprise aerial bombardment. I want them ready and I want redundancy so if a full scale attack happens, even some losses won't halt production.
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Re: Optimizing Infrastructure

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If a mod team of six were playing the beta multiplayer version (the one on the private google drive), and intentionally did not attack each other in any way, then buildings, research, ships, troops, and treasuries would rapidly rise. Then at a set turn when everything is complete, then save the game. Then wage war. That might be as early as turn #600.

That would have the ideal infrastructure with minor redundacy and a surplus of energy. It would be a fantastic advanced save game if the advanced game were saved as a single player and in six versions so any individual player could start in turn #600 against balanced empires that are extremely difficult to beat. You could play as any idealized empire.
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Re: Optimizing Infrastructure

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You build up titanium and deuterium up to ten mines and level them up to maximize profits, then pare down on the deuterium mines and retain the titanium mines. With duranium, crystals, and iridium, 4 mines is plenty. Otherwise you could slowly get by with 4 mines of each, but the low titanium and deuterium will hamper growth. You might make 5 mines of duranium as it is vital.
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Re: Optimizing Infrastructure

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Eventually, and this is shocking, you rushing infrastructure by buying it, so vastly increases the prices of resources that they will go higher and higher and you will end up selling down to a price of 50/resource. You start doing that about turn#600.

Then vast sums of money are available, then vast sums are made per turn. Deritium limits the construction of ships, and ship based battle doesn't conquer systems, only ground invasions do, so building adequate troop transports and high enough levels of troops to conquer and occupy, and then modulating the newly conquered's morale. Rinse repeat.

Maintain a treasury of 50,000 as reserves for contingencies. War is expensive. 95% of the time is on the economy so you can afford war. Most soldiers bemoan the fact they only fought in 3 significant battles. That is why some sign up as mercs. Victory is addicting and it's doubtful as a soldier you get to fight more. Mostly it doing the mundane.

With no minor races, you are focused on colonies and making them defensible. With minor races, it's war and capitulation. Then attacking the major alien colonies.
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Re: Optimizing Infrastructure

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The entire raison d'etre of doing the advanced saved game at turn#700 is to spare you doing this micromanagement that takes a month so you have a massive military so you can wage war. That is the fun part.
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Re: Optimizing Infrastructure

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Agriculture
If you build tetroin distribution first and then farms, then you can get by with far less farms and will build up a good storage. But if not, you will be on the cusp of famine sometimes.

When this occurs, turn off the manager as you cannot properly adjust agriculture workers. You then enter the production screen and sharply reduce workers (like from research) and then add them to food production.

You really want to max out food storage so you can end up leaving on the manager. Otherwise every turn will be micromanaging and unless you are fastidious about minutia, the game won't be as fun. You are trying to wage war not be a human resources manager or an economist.

On the manager page, you can modulate practically everything like industry, mining resources. If way ahead on research, then you can catch up on other needs.

Make a note of it and swipe across every named system on the manager and see which ones are not turned on later.

In a sandbox game, intelligence agencies are useless so you don't make them, and scrap whatever is autogenerated and so no workers on doing pointless activities, but making you money by properly working in the mines or building troops and ships.
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Re: Optimizing Infrastructure

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Scrapping is important to the game. Ideally you never scrap infrastructure but build just what you require plus a little redundency in case of war and damage from bombardment (a long time ago, some artillery as cannons were called "bombards") and so the name stuck and continued to be applied to aerial "bombing" missions).

Anyway, as the infrastructure gets more efficient, you won't need as many. There is no pressure on this in sandbox mode,but in a regular game, it's a race in every aspect of the game: food, research, ersources,money,ships,troops,etc.

The systems don't always have 30 billion+ citizens, so you won't have enough workers if you have too many redundant kinds of infrastructure. You go the structures screen and double tap on whatever is in excess. Be sure to save your game prior in case you fat finger it and eliminate what you needed.

In a perfect system, you only need 4 of everything at advanced levels.
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Re: Optimizing Infrastructure

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Every species would likely have coping mechanism regarding employment.
1. Some planet classes might be ultimately terraformable.
2. Some planets may never be terraformable and so they might develop space colonies in the atmosphere.
3. Some automation and robotics needs less and less human workers and so efficiency rises.
4. A system may be a dead end and so they would generate colony ships.

Some aspects don't exist...yet, but maybe in a mod they will.

30 billion in a system is a lot of workers yet only a single project can be completed each turn. That doesn't really make sense. The amount of effort versus cost versus necessary raw materials doesn't really make sense.

It really depends on what is the difference in a ship versus a troop unit and the size of that troop unit, right?

A mod might rebalance all of this a ship can be a massive investment versus a troop, but is that troop a squad or a batalion?

And what is the amount of a resource that is generated?
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